Upgrading
Most updates need nothing from you: install the new version and keep working. This page lists the changes that do need something, newest first. Each version’s full list is in the changelog.
Before you upgrade, commit your project to version control or make a backup.
If you skip versions, read every section between your old version and the new one.
The same seed builds a different dungeon. Layout randomization was improved across all builders, so dungeons are spread more evenly across seeds. A seed you saved in 3.6 gives a different layout in 3.7. If your game relies on specific seeds (a hand-picked daily level, a seed list for a campaign), pick them again after upgrading. Within 3.7 a seed still builds the same dungeon on every machine.
Snap Grid Flow: two settings removed. Non Repeating Rooms and Prefer Modules with Minimum Doors are
gone. The new Module Selection settings replace them:
- Instead of
Non Repeating Rooms, useRepeat Nearby PenaltyandReuse Penaltyon the Dungeon actor, orMax Instanceson a module database entry. - Instead of
Prefer Modules with Minimum Doors, useExtra Door Penalty.
Snap Grid Flow / Snap Map: one-way doors. If a connection’s theme has nothing on the one-way door marker, the normal door is spawned there instead of leaving an empty doorway. The output log says which theme is missing it. Add your one-way door to that marker if you want a different door there.
PCG: node renamed. Get Dungeon Markers Points is now Get Marker Points. Existing graphs keep working.
Dungeon Architect Gameplay framework (DAG) removed. It was an experiment that never shipped, so your projects are not affected.
Old theme files. If a theme was last saved in an older version, open it once in the theme editor and save it, to upgrade it to the current format. The sample themes are already upgraded.
Canvas minimaps: the layout draw percent moved from the canvas component to the
Canvas Minimap Theme asset, where it is called Layout Draw Margin Percent. If you
changed it on the component, set it again on the theme.
Build System: Randomize Seed On Build now defaults to off. Turn it on to get a random seed each session, or
leave it off and set the seed yourself from Blueprints.
ADungeonGameMode removed. Use the Build System components
instead. If your game mode inherited from ADungeonGameMode, change its parent class and add the build system
components.
Minimaps: the Dungeon Actor no longer gets a DungeonCanvas component by default. To use the
Canvas minimap, add a DungeonCanvas component to your Dungeon actor.
Spawn Logic: the OnItemSpawn function no longer has a Random input. Use the GetRandomFloat node
instead. It has an exec pin, so the random stream advances in a fixed order and the result is the same on every
machine. See Spawn Logic.
Theme node flag renamed. ConsumeOnAttach is now Stop on Select (3.0.3). It works the same way.
Spatial Constraints removed. The legacy Spatial Constraints are gone. Use the Pattern Matcher instead.
C++ / Blueprint: the IsNearMarker node for Grid and Grid Flow queries takes a DungeonModel pin
instead of a DungeonBuilder pin. See the Query Interface.
Level streaming now uses Unreal’s Level Instances, for both Snap Grid Flow and Snap Map. The
Snap Persistent dungeons flag was removed because it’s no longer needed: you can save snap dungeons built in
the editor with the level.
Old minimaps removed. Use Canvas minimaps instead. There are demos for
every builder in the Dungeon Architect content folder, under DA_Canvas_Demo.
C++: FCell and FCellDoor were renamed with a builder prefix, like FGridDungeonCell, so they don’t
clash with other plugins.